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[Techtree][WIP] Road to Kosmos (v0.0.3 preview)


Niemand303

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I deleted the sxt texture cache and restarted and it all worked good. It's all good now.

Oh, I see that. I've tested RtK without ATM only. But I hope it won't make any serious issues. :)

BTW, 10th page and 100 comments! Hooray! :)

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Just wanted to say this mod looks awesome and I can't wait until it's up and running. I've started a new install and I'm trying to only use Tantares and TantaresLV parts on it, aside from maybe a science mod. Oh, and 64k, FAR, RemoteTech, ScanSat, TAC Life Support. Trying to do the whole Russian program. Anyway, this mod looks like it fits perfectly. Now I'll have to make 2 new installs, one for each agency. Keep up the good work!

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So, guys, what fo you think about that kind of "The FUTURE!!" Tech tree nodes?

http://puu.sh/gwYom/e205f3321e.png

The only thing that i worry about is that the its going to get memory prohibitive for some users. MKS/OKS, karbonite, and the warp rings work well together alone but with all the dependencies already required the gamedata file is gonna get pretty full even with ATM. So I recommend again that you cull the dependencies for what you need and package them. I don't mean to belabor my point or be annoying. Im just making a recommendation.

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IMO there needs to be more before warp drives

I thought that too, but I can't imagine stuff to add without heavy science-grinding without having a really good interplanetary ability. Maybe add Mechjeb to fill some nodes?

After trying Smart Parts I think that it would be definitely supported too, as a basic automation service.

Just wanted to say this mod looks awesome and I can't wait until it's up and running. I've started a new install and I'm trying to only use Tantares and TantaresLV parts on it, aside from maybe a science mod. Oh, and 64k, FAR, RemoteTech, ScanSat, TAC Life Support. Trying to do the whole Russian program. Anyway, this mod looks like it fits perfectly. Now I'll have to make 2 new installs, one for each agency. Keep up the good work!

Thanks! I'm moving to contracts, so that it would be possible to play not only science sandbox. :)

The only thing that i worry about is that the its going to get memory prohibitive for some users. MKS/OKS, karbonite, and the warp rings work well together alone but with all the dependencies already required the gamedata file is gonna get pretty full even with ATM. So I recommend again that you cull the dependencies for what you need and package them. I don't mean to belabor my point or be annoying. Im just making a recommendation.

I'm testing the mod in 32 bit without ATM, although in -force-opengl mode, so if something goes wrong I will know it. :)

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I thought that too, but I can't imagine stuff to add without heavy science-grinding without having a really good interplanetary ability. Maybe add Mechjeb to fill some nodes?

After trying Smart Parts I think that it would be definitely supported too, as a basic automation service.

Thanks! I'm moving to contracts, so that it would be possible to play not only science sandbox. :)

I'm testing the mod in 32 bit without ATM, although in -force-opengl mode, so if something goes wrong I will know it. :)

What about near future propulsion engines first?

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What about near future propulsion engines first?

Actually a good idea. I should gradually add support for all of the parts. BTW: after I finish the contracts and make an initial release I will add one surprise feature in the tech tree. :)

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So, as I've said, I'm working on contracts. Given that they might act as "scenario/quest generators", I'm trying to build something like a "contract tree", if you will of requirements for the contract to appear. What do you think about this version?

Hid the image in the spoiler because of its size.

cq1TA55YOWs.jpg

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So, the poll is over and here are the results:

e7f00e9d08.png

That means Orion will be represented by the stock Mk1-2 capsule and an SDHI Service Module! The only thing left to decide is will K-P0110 be Apollo capsule, or (for not putting too much dependencies) allow the Mk1-2 be Apollo too.

And a small peek on the contracts. :)

Thanks Beale for that beautiful flag which he gave me permission to use!

1k82oGsTWuA.jpg

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Niemand, just a question. What will happen to spaceships which still doesn't have a config for this mod?

Cheers, flamerboy67664

Well... nothing! Because it's just techtree (and contracts in future) remake. I modify some parts, but without rescaling, only electric charge modifications and new experiments. But still to work this mod needs a new savegame, because new techtree and stuff, you know. Some parts are disabled, thus won't appear in VAB/Techtree, but aside of this won't disappear from already flying ships.

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A mod to consider for "future" it's very well rendered, great looking parts, great designs, and low memory. http://forum.kerbalspaceprogram.com/threads/98913-WIP-KSS-Asimov-A-spaceship-pack-Update-0-0-2-%2811-07-2014%29

It looks great with warp rings.

Thanks! I'll look to using it, but I'm afraid it wasn't maintained for quite a long time.

For the new Tantares version: support for the new parts and one old renamed - it will be released with the contracts (they are taking much more time to make than I expected).

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Thanks! I'll look to using it, but I'm afraid it wasn't maintained for quite a long time.

For the new Tantares version: support for the new parts and one old renamed - it will be released with the contracts (they are taking much more time to make than I expected).

Actually I only posted it because the creator just posted again yesterday and is making new parts.

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Actually I only posted it because the creator just posted again yesterday and is making new parts.

Oh, I see that, I'll give it a try!

A cool contract mechanic would be flybys of various planets/moons, right now flybys serve no real purpose, but this could add some incentive to it.

Also, I recommend you look into this mod for t4/t5 stuff maybe.

Yep, in the post before you can see the contracts for flybys. :)

Oh, for those rockets, I'd stick better with NFPropulsion, it provides more variety. Although, those parts will have its place too. :)

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I like the contract tree, but the start seems too fast for me (surely there is more to do on Kerbin early game).

Have you played Buzz Aldrin's Space Program Manager (the latest one)? Your contract progression feels just as it. (this is a good thing :P)

Edited by SwGustav
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I like the contract tree, but the start seems too fast for me (surely there is more to do on Kerbin early game).

Have you played Buzz Aldrin's Space Program Manager (the latest one)? Your contract progression feels just as it. (this is a good thing :P)

I'd say that is because tech tree progresses fast too. :)

For the BASPM, I've been playing it since it was on closed beta test, well, the resemblance was not intended, but yeah, why not? :)

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